v0.8.0.14 — the coaches that never come back, and a district that ends at its own sign

Six reports from the Day 2-3 playtest of v0.8.0.13.

GAMES IN PROGRESS DO NOT SURVIVE THIS ONE. Modifiers are now bounded by the
Limits, which makes a once-legal move illegal, so a save holding one is refused
at that move: whistle-6945.day3.stage10 stops at intent 528 of 539. Jesse's call,
knowing it strands the game on the box. The file is untouched and v0.8.0.13
still finishes it.

The Sparrow running empty and Tom unable to unload his passengers are the same
shortage from opposite ends, and both are the rules working as printed. §9.2
boarding discards the emptied coach into the CLASSIFICATION yard, detraining
draws a fresh empty out of the DIVISION yard, and §2.2 sends Classification back
only when the Division Yard runs bare — so coaches move one way. Measured over
the save: sixteen in the Division Yard at setup, zero from Day 2 Stage 8 to the
end, fifteen piled in Classification, the Division Yard steady at 46-47 freight
cars with no prospect of going bare. Jesse's ruling is Gitea#2's: the shortage
stays and the game says so. A train made up short now reports what its card
wanted and why none is coming (`makeUpShort` — `trainNeedingCars` answered null
for "done" and for "cannot be done" alike, so the phase moved on in silence); the
yard panel warns while the condition lasts; the Depot's blocked panel was right
all along.

The modifier outside the Limits was working as designed and the design was
Jesse's own call, now reversed. What decided it is what the board shows — a card
beyond your own sign, in territory §8.1 and §10 reason about. The case that
motivated the exemption was checked on the reported move rather than argued away:
the Power Plant sat at (-1,3) against a sign at column 3 and two spots inside
were free, legal and adjacent.

Switching filled the history with coordinates — a line per move, plus one per
mandatory coupling. It is still LOGGED in full; what the panel draws is the line
saying somebody switched, the first move, work at an INDUSTRY (named, not a
coordinate), the Small Yard sort, and a closing summary. The suppressed lines are
still WRITTEN, marked `trace`: dropping them outright was the first attempt and
the step-queue suite caught it, because dwellForStep pays nothing for a step that
said nothing, so the board stopped replaying switching at all. The last move
rides in the closing line rather than being kept in place — nothing knows a move
was the last until the turn is over, by which time the line has been streamed to
every client and cannot be revised. Two things fell out of reading those lines:
every move ended with a tutorial sentence the opener already gives, and the move
count said "of 6" with the six hardcoded, which is wrong on a night Stage.

Make-up lines name their train — they all read "the train being made up", so
looking back for train 10 found nothing under that name — and "a empty tank" is
now "an empty tank". The Small Yard's options read as the train they would build
instead of `[1,2,3,0]`; the one Jesse wanted was the first of five and unreadable.
Two of those five were junk: bringing the last car to the end is the identity and
would have spent a Move, and a two-car reversal duplicated its only real option.
Both are filtered by the resulting order, not by the case that made them.

A Small Yard may now put cars AHEAD of the engine, which was Jesse's own open
question. Two sources disagreed and the design notes won: the v0.4.5 card text
says the sort puts the engine at the nose, implications.md says "any order,
including cars ahead of the engine". `engineAt` is optional on the intent, so
older saves replay to the same train. The menu did not multiply — the engine is a
separate short list against the consist as it stands, eight options for a
four-car train rather than twenty. §8.2 needed no new code: badlyMadeUp is
deliberately direction-free, so a PUSHING train is fit to run and only a
broken-backed one is held. The button warns by asking that predicate rather than
copying it, and immediately earned itself — every one of train 10's eight options
is refused, the one asked for at the table included, because that train carries a
caboose and each sort moves it off the rear. That is the right answer rather than
a gap: the train is already made up, so every offer would break it, and the labels
say which is which. A made-up order is always on the menu for a train that needs
one, because "bring car k to the tail" is enumerated for every car and the caboose
is one of them.

Labels read WEST TO EAST, with the engine drawn as the board's own ◀ / ▶ arrow.
"Front to back" is not a direction a table can read — which end is the front
depends on which way the train points — and board-svg has reversed east-facing
consists since v0.8.0, so the button now describes the same train as the picture.

The Freight Agent, Porter and Laborer groups now say what the role is for, where
the role is chosen. Tom reached for the Freight Agent to detrain passengers,
which is a Porter's action in the Cargo phase; both halves were working and
neither was visible.

TODO closes #107 (the nose sort) and gains #108 (the coach ratchet, with the
measurement, to revisit on a second game's data).

999 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR
This commit is contained in:
Jesse.Markowitz
2026-09-17 20:49:31 -04:00
co-authored by Claude Opus 5
parent ad277fb994
commit a6657241de
23 changed files with 1367 additions and 69 deletions
+81 -2
View File
@@ -29,7 +29,7 @@ import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import type { CardId, GameConfig, GameState, GridCoord, PlayerIndex } from '../engine/state.ts';
import { overHandLimit as overHandLimitOf } from '../engine/state.ts';
import { playerAtSeat } from '../engine/state.ts';
import { cuesFor, narrate } from '../sim/narrate.ts';
@@ -55,6 +55,7 @@ import {
LEGACY_HOUSE_RULES,
collectiveRevenueFloor,
houseRules,
industryProfile,
mainlineProfile,
trainProfile,
} from '../engine/content.ts';
@@ -1269,6 +1270,81 @@ function uncapitalise(text: string): string {
return /^[A-Z][a-z]/.test(text) ? text.charAt(0).toLowerCase() + text.slice(1) : text;
}
/**
* The Facility on one of a player's squares, or null — for naming the place a switching line is
* about. Shared by the narrator and the filter below, so both agree on what counts as an industry.
*/
function facilityOn(game: Game, player: PlayerIndex, at: GridCoord): string | null {
const card = areaOf(game.state, player).grid.get(`${at.row},${at.col}`);
const f = card?.facility;
// The name printed on the card, not the internal key: `industryProfile` is the one place that
// knows "grocersWarehouse" reads as "Grocer's Warehouse".
if (f) return f.subtype === 'office' ? 'the Office' : `the ${industryProfile(f.subtype).name}`;
/**
* A SMALL YARD IS A PLACE TOO, though it is an enhancement on a plain card rather than a Facility.
*
* It is the one square in a district a crew goes to ON PURPOSE without working an industry — the
* whole point of the trip is to arrive there and re-make the train — so "leaving Train 10 at
* (-1,1)" was the one line most in need of a name. Only this enhancement: the others change what a
* square DOES without being somewhere a player aims a crew at.
*/
return card?.enhancements.includes('smallYard') ? 'the Small Yard' : null;
}
/**
* HOW MUCH SWITCHING REACHES THE HISTORY PANEL (Jesse, 2026-09-17).
*
* All of it did. A six-Move turn wrote a line per move — "Moved Train 10 (0,3) → (-1,-3) — 4 of 6
* Moves left" — plus one per mandatory coupling, so two players shunting filled the panel with
* coordinates and pushed everything else off the top. His ruling, asked as a question from the
* table: a line saying somebody switched, the cars they set out at or picked up from an INDUSTRY,
* and the Small Yard sort. Not every move, and not every coupling.
*
* WHAT STAYS, and why each one earns its line: `localOpsOptionChosen` already says who is switching
* and is left alone; work at an industry is the point of switching and changes what can be loaded
* next; and `consistSorted` spends a Move and changes what the train can do. A plain move along
* one's own track changes nothing anybody needs to read back.
*
* THE LINE IS STILL WRITTEN, MARKED `trace`, AND THAT IS NOT A DETAIL. Dropping these events on the
* floor was the first attempt and the suite caught it: `dwellForStep` gives a step NO dwell when it
* produced no narration, so a switching move with no line became a silent step and the board stopped
* replaying switching altogether — it would have snapped through the very thing v0.8.0 was built to
* let the table watch. The line still rides with its display step and still captions the board as
* the move goes up; only the history panel skips it.
*
* THE REPLAY VIEWER IS UNAFFECTED for the same reason, and it renders through `narrate` directly.
*/
function inHistory(game: Game, e: GameEvent): boolean {
const industry = (player: PlayerIndex, ...coords: GridCoord[]): boolean =>
coords.some((c) => facilityOn(game, player, c) !== null);
switch (e.type) {
/**
* THE FIRST MOVE OF A TURN IS KEPT (Jesse, 2026-09-17: "also keep the first and last move").
*
* It says a crew set off and from where, which is the half of "somebody switched" that the
* opener does not carry. The LAST move cannot be kept the same way — nothing knows a move was
* the last until the turn is over, and by then the line has already been written and streamed to
* every client (`server/session.ts` § linesSince), so it cannot be revised. `switchingEnded`
* carries it instead, as the line that closes the turn.
*
* Recognised by the MOVE COUNT rather than by tracking state: the first move of a turn is the
* one that leaves `movesAllowed - 1` behind it, which the event now carries so this holds on a
* five-Move night Stage too.
*/
case 'trayMoved':
return e.movesRemaining === e.movesAllowed - 1;
// Coupling is mandatory when a crew runs over cars (§A.4), so most of these happen to a player
// rather than being chosen. The ones worth reading are where cars left or joined an industry —
// `from` names the cards the cars were actually lifted off, which is where they had been spotted.
case 'carsCoupled':
return industry(e.player, e.at, ...e.from);
case 'carsDropped':
return industry(e.player, e.at);
default:
return true;
}
}
function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = null): void {
const who = actor === null ? null : (game.state.players[actor]?.name ?? null);
for (const e of events) {
@@ -1277,6 +1353,7 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
const n = narrate(e, {
cardName: (id) => cardName(game.state, id),
trainName: (id) => trainName(game.state, id),
facilityAt: (player, at) => facilityOn(game, player, at),
// Whose district a train reached is not the actor — the Mainline Phase has none — so the
// narration resolves the name itself rather than being prefixed with one by the code below.
// NO NUMBER IN THE FALLBACK. This is a PLAYER index, and a player is not a seat — seats rotate
@@ -1320,7 +1397,9 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
: mine
? `Player ${who} ${uncapitalise(said)}`
: said;
game.log.push({ text, tone: mine || ruling ? 'act' : n.tone });
// `trace` is a tone the history panel does not draw — see `inHistory`. The line exists so the
// step that caused it has narration to caption the board with, and a dwell to be watched for.
game.log.push({ text, tone: inHistory(game, e) ? (mine || ruling ? 'act' : n.tone) : 'trace' });
}
game.cues.push(...cuesFor(events));